<!DOCTYPE html>
<html lang="zh-CN">

<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Document</title>
    <link rel="stylesheet" href="./assets/lib/layui/css/layui.css">
    <link rel="stylesheet" href="./assets/css/login.css">
    <style>
        body {
            padding: 0;
            margin: 0;
            overflow: hidden;
        }

        canvas {
            padding: 0;
            margin: 0;
        }

        div.btnbg {
            position: fixed;
            left: 0;
            top: 0;
        }
    </style>
</head>

<body>

    <canvas id="sakura"></canvas>

    <div class="btnbg"></div>
    <img id="logo" src="./assets/images/logo.png" alt="">

    <!-- 登录盒子 -->
    <div class="box login">
        <div class="title">大事件后台管理系统</div>

        <form class="layui-form" action="">

            <div class="layui-form-item">
                <div class="layui-input-block">
                    <i class="layui-icon layui-icon-username" style=" color: #333;"></i>
                    <input type="text" name="username" required lay-verify="required|user" placeholder="请输入账号"
                        autocomplete="off" class="layui-input">
                </div>
            </div>
            <div class="layui-form-item">
                <div class="layui-input-block">
                    <i class="layui-icon layui-icon-password" style=" color: #333;"></i>
                    <input type="text" name="password" required lay-verify="required|len" placeholder="请输入密码"
                        autocomplete="off" class="layui-input">
                </div>
            </div>

            <div class="layui-form-item">
                <button id="btnn" class="layui-btn layui-btn-fluid " lay-submit lay-filter="formDemo">立即提交</button>
            </div>
            <a href="javascript:;">立即注册</a>

        </form>

    </div>
    <!-- 注册页面 -->
    <div class="box register">
        <div class="title">大事件后台管理系统</div>

        <form class="layui-form" action="">

            <div class="layui-form-item">
                <div class="layui-input-block">
                    <i class="layui-icon layui-icon-username" style=" color: #333;"></i>
                    <input type="text" name="username" required lay-verify="required|user" placeholder="请输入账号"
                        autocomplete="off" class="layui-input">
                </div>
            </div>
            <div class="layui-form-item">
                <div class="layui-input-block">
                    <i class="layui-icon layui-icon-password" style=" color: #333;"></i>
                    <input type="text" name="password" required lay-verify="required|len" placeholder="请输入密码"
                        autocomplete="off" class="layui-input pwd">
                </div>
            </div>
            <div class="layui-form-item">
                <div class="layui-input-block">
                    <i class="layui-icon layui-icon-password" style=" color: #333;"></i>
                    <input type="text" required lay-verify="required|len|same" placeholder="确认密码" autocomplete="off"
                        class="layui-input">
                </div>
            </div>

            <div class="layui-form-item">
                <button id="btnn" class="layui-btn layui-btn-fluid " lay-submit lay-filter="formDemo">立即提交</button>
            </div>
            <a href="javascript:;">已有账号？立即登录</a>

        </form>

    </div>






    <!-- sakura shader -->

    <script id="sakura_point_vsh" type="x-shader/x_vertex">

        uniform mat4 uProjection;
        
        uniform mat4 uModelview;
        
        uniform vec3 uResolution;
        
        uniform vec3 uOffset;
        
        uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
        
        uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
        
        
        
        attribute vec3 aPosition;
        
        attribute vec3 aEuler;
        
        attribute vec2 aMisc; //x:size, y:fade
        
        
        
        varying vec3 pposition;
        
        varying float psize;
        
        varying float palpha;
        
        varying float pdist;
        
        
        
        //varying mat3 rotMat;
        
        varying vec3 normX;
        
        varying vec3 normY;
        
        varying vec3 normZ;
        
        varying vec3 normal;
        
        
        
        varying float diffuse;
        
        varying float specular;
        
        varying float rstop;
        
        varying float distancefade;
        
        
        
        void main(void) {
        
            // Projection is based on vertical angle
        
            vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
        
            gl_Position = uProjection * pos;
        
            gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
        
            
        
            pposition = pos.xyz;
        
            psize = aMisc.x;
        
            pdist = length(pos.xyz);
        
            palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
        
            
        
            vec3 elrsn = sin(aEuler);
        
            vec3 elrcs = cos(aEuler);
        
            mat3 rotx = mat3(
        
                1.0, 0.0, 0.0,
        
                0.0, elrcs.x, elrsn.x,
        
                0.0, -elrsn.x, elrcs.x
        
            );
        
            mat3 roty = mat3(
        
                elrcs.y, 0.0, -elrsn.y,
        
                0.0, 1.0, 0.0,
        
                elrsn.y, 0.0, elrcs.y
        
            );
        
            mat3 rotz = mat3(
        
                elrcs.z, elrsn.z, 0.0, 
        
                -elrsn.z, elrcs.z, 0.0,
        
                0.0, 0.0, 1.0
        
            );
        
            mat3 rotmat = rotx * roty * rotz;
        
            normal = rotmat[2];
        
            
        
            mat3 trrotm = mat3(
        
                rotmat[0][0], rotmat[1][0], rotmat[2][0],
        
                rotmat[0][1], rotmat[1][1], rotmat[2][1],
        
                rotmat[0][2], rotmat[1][2], rotmat[2][2]
        
            );
        
            normX = trrotm[0];
        
            normY = trrotm[1];
        
            normZ = trrotm[2];
        
            
        
            const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);
        
            
        
            float tmpdfs = dot(lit, normal);
        
            if(tmpdfs < 0.0) {
        
                normal = -normal;
        
                tmpdfs = dot(lit, normal);
        
            }
        
            diffuse = 0.4 + tmpdfs;
        
            
        
            vec3 eyev = normalize(-pos.xyz);
        
            if(dot(eyev, normal) > 0.0) {
        
                vec3 hv = normalize(eyev + lit);
        
                specular = pow(max(dot(hv, normal), 0.0), 20.0);
        
            }
        
            else {
        
                specular = 0.0;
        
            }
        
            
        
            rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
        
            rstop = pow(rstop, 0.5);
        
            //-0.69315 = ln(0.5)
        
            distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
        
        }
        
        </script>

    <script id="sakura_point_fsh" type="x-shader/x_fragment">

        #ifdef GL_ES
        
        //precision mediump float;
        
        precision highp float;
        
        #endif
        
        
        
        uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
        
        uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
        
        
        
        const vec3 fadeCol = vec3(0.08, 0.03, 0.06);
        
        
        
        varying vec3 pposition;
        
        varying float psize;
        
        varying float palpha;
        
        varying float pdist;
        
        
        
        //varying mat3 rotMat;
        
        varying vec3 normX;
        
        varying vec3 normY;
        
        varying vec3 normZ;
        
        varying vec3 normal;
        
        
        
        varying float diffuse;
        
        varying float specular;
        
        varying float rstop;
        
        varying float distancefade;
        
        
        
        float ellipse(vec2 p, vec2 o, vec2 r) {
        
            vec2 lp = (p - o) / r;
        
            return length(lp) - 1.0;
        
        }
        
        
        
        void main(void) {
        
            vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
        
            vec3 d = vec3(0.0, 0.0, -1.0);
        
            float nd = normZ.z; //dot(-normZ, d);
        
            if(abs(nd) < 0.0001) discard;
        
            
        
            float np = dot(normZ, p);
        
            vec3 tp = p + d * np / nd;
        
            vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
        
            
        
            //angle = 15 degree
        
            const float flwrsn = 0.258819045102521;
        
            const float flwrcs = 0.965925826289068;
        
            mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
        
            vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
        
            
        
            float r;
        
            if(flwrp.x < 0.0) {
        
                r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
        
            }
        
            else {
        
                r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
        
            }
        
            
        
            if(r > rstop) discard;
        
            
        
            vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
        
            float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
        
            col *= vec3(1.0, grady, grady);
        
            col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
        
            col = col * diffuse + specular;
        
            
        
            col = mix(fadeCol, col, distancefade);
        
            
        
            float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
        
            alpha = smoothstep(0.0, 1.0, alpha) * palpha;
        
            
        
            gl_FragColor = vec4(col * 0.5, alpha);
        
        }
        
        </script>

    <!-- effects -->

    <script id="fx_common_vsh" type="x-shader/x_vertex">

        uniform vec3 uResolution;
        
        attribute vec2 aPosition;
        
        
        
        varying vec2 texCoord;
        
        varying vec2 screenCoord;
        
        
        
        void main(void) {
        
            gl_Position = vec4(aPosition, 0.0, 1.0);
        
            texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
        
            screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
        
        }
        
        </script>

    <script id="bg_fsh" type="x-shader/x_fragment">

        #ifdef GL_ES
        
        //precision mediump float;
        
        precision highp float;
        
        #endif
        
        
        
        uniform vec2 uTimes;
        
        
        
        varying vec2 texCoord;
        
        varying vec2 screenCoord;
        
        
        
        void main(void) {
        
            vec3 col;
        
            float c;
        
            vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
        
            c = exp(-pow(length(tmpv) * 1.8, 2.0));
        
            col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);
        
            gl_FragColor = vec4(col * 0.5, 1.0);
        
        }
        
        </script>

    <script id="fx_brightbuf_fsh" type="x-shader/x_fragment">

        #ifdef GL_ES
        
        //precision mediump float;
        
        precision highp float;
        
        #endif
        
        uniform sampler2D uSrc;
        
        uniform vec2 uDelta;
        
        
        
        varying vec2 texCoord;
        
        varying vec2 screenCoord;
        
        
        
        void main(void) {
        
            vec4 col = texture2D(uSrc, texCoord);
        
            gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
        
        }
        
        </script>

    <script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">

        #ifdef GL_ES
        
        //precision mediump float;
        
        precision highp float;
        
        #endif
        
        uniform sampler2D uSrc;
        
        uniform vec2 uDelta;
        
        uniform vec4 uBlurDir; //dir(x, y), stride(z, w)
        
        
        
        varying vec2 texCoord;
        
        varying vec2 screenCoord;
        
        
        
        void main(void) {
        
            vec4 col = texture2D(uSrc, texCoord);
        
            col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
        
            col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
        
            col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
        
            col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
        
            gl_FragColor = col / 5.0;
        
        }
        
        </script>

    <!-- effect fragment shader template -->

    <script id="fx_common_fsh" type="x-shader/x_fragment">

        #ifdef GL_ES
        
        //precision mediump float;
        
        precision highp float;
        
        #endif
        
        uniform sampler2D uSrc;
        
        uniform vec2 uDelta;
        
        
        
        varying vec2 texCoord;
        
        varying vec2 screenCoord;
        
        
        
        void main(void) {
        
            gl_FragColor = texture2D(uSrc, texCoord);
        
        }
        
        </script>

    <!-- post processing -->

    <script id="pp_final_vsh" type="x-shader/x_vertex">

        uniform vec3 uResolution;
        
        attribute vec2 aPosition;
        
        varying vec2 texCoord;
        
        varying vec2 screenCoord;
        
        void main(void) {
        
            gl_Position = vec4(aPosition, 0.0, 1.0);
        
            texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
        
            screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
        
        }
        
        </script>

    <script id="pp_final_fsh" type="x-shader/x_fragment">

        #ifdef GL_ES
        
        //precision mediump float;
        
        precision highp float;
        
        #endif
        
        uniform sampler2D uSrc;
        
        uniform sampler2D uBloom;
        
        uniform vec2 uDelta;
        
        varying vec2 texCoord;
        
        varying vec2 screenCoord;
        
        void main(void) {
        
            vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
        
            vec4 bloomcol = texture2D(uBloom, texCoord);
        
            vec4 col;
        
            col = srccol + bloomcol * (vec4(1.0) + srccol);
        
            col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
        
            col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
        
            
        
            gl_FragColor = vec4(col.rgb, 1.0);
        
            gl_FragColor.a = 1.0;
        
        }
        
        </script>


    <!-- 1937行被注释掉了，不知道什么意思 -->
    <script>

        // Utilities

        var Vector3 = {};

        var Matrix44 = {};

        Vector3.create = function (x, y, z) {

            return { 'x': x, 'y': y, 'z': z };

        };

        Vector3.dot = function (v0, v1) {

            return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;

        };

        Vector3.cross = function (v, v0, v1) {

            v.x = v0.y * v1.z - v0.z * v1.y;

            v.y = v0.z * v1.x - v0.x * v1.z;

            v.z = v0.x * v1.y - v0.y * v1.x;

        };

        Vector3.normalize = function (v) {

            var l = v.x * v.x + v.y * v.y + v.z * v.z;

            if (l > 0.00001) {

                l = 1.0 / Math.sqrt(l);

                v.x *= l;

                v.y *= l;

                v.z *= l;

            }

        };

        Vector3.arrayForm = function (v) {

            if (v.array) {

                v.array[0] = v.x;

                v.array[1] = v.y;

                v.array[2] = v.z;

            }

            else {

                v.array = new Float32Array([v.x, v.y, v.z]);

            }

            return v.array;

        };

        Matrix44.createIdentity = function () {

            return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);

        };

        Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {

            var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;

            var w = h * aspect;



            m[0] = 2.0 * near / w;

            m[1] = 0.0;

            m[2] = 0.0;

            m[3] = 0.0;



            m[4] = 0.0;

            m[5] = 2.0 * near / h;

            m[6] = 0.0;

            m[7] = 0.0;



            m[8] = 0.0;

            m[9] = 0.0;

            m[10] = -(far + near) / (far - near);

            m[11] = -1.0;



            m[12] = 0.0;

            m[13] = 0.0;

            m[14] = -2.0 * far * near / (far - near);

            m[15] = 0.0;

        };

        Matrix44.loadLookAt = function (m, vpos, vlook, vup) {

            var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);

            Vector3.normalize(frontv);

            var sidev = Vector3.create(1.0, 0.0, 0.0);

            Vector3.cross(sidev, vup, frontv);

            Vector3.normalize(sidev);

            var topv = Vector3.create(1.0, 0.0, 0.0);

            Vector3.cross(topv, frontv, sidev);

            Vector3.normalize(topv);



            m[0] = sidev.x;

            m[1] = topv.x;

            m[2] = frontv.x;

            m[3] = 0.0;



            m[4] = sidev.y;

            m[5] = topv.y;

            m[6] = frontv.y;

            m[7] = 0.0;



            m[8] = sidev.z;

            m[9] = topv.z;

            m[10] = frontv.z;

            m[11] = 0.0;



            m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);

            m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);

            m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);

            m[15] = 1.0;

        };



        //

        var timeInfo = {

            'start': 0, 'prev': 0, // Date

            'delta': 0, 'elapsed': 0 // Number(sec)

        };



        //

        var gl;

        var renderSpec = {

            'width': 0,

            'height': 0,

            'aspect': 1,

            'array': new Float32Array(3),

            'halfWidth': 0,

            'halfHeight': 0,

            'halfArray': new Float32Array(3)

            // and some render targets. see setViewport()

        };

        renderSpec.setSize = function (w, h) {

            renderSpec.width = w;

            renderSpec.height = h;

            renderSpec.aspect = renderSpec.width / renderSpec.height;

            renderSpec.array[0] = renderSpec.width;

            renderSpec.array[1] = renderSpec.height;

            renderSpec.array[2] = renderSpec.aspect;



            renderSpec.halfWidth = Math.floor(w / 2);

            renderSpec.halfHeight = Math.floor(h / 2);

            renderSpec.halfArray[0] = renderSpec.halfWidth;

            renderSpec.halfArray[1] = renderSpec.halfHeight;

            renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;

        };



        function deleteRenderTarget(rt) {

            gl.deleteFramebuffer(rt.frameBuffer);

            gl.deleteRenderbuffer(rt.renderBuffer);

            gl.deleteTexture(rt.texture);

        }



        function createRenderTarget(w, h) {

            var ret = {

                'width': w,

                'height': h,

                'sizeArray': new Float32Array([w, h, w / h]),

                'dtxArray': new Float32Array([1.0 / w, 1.0 / h])

            };

            ret.frameBuffer = gl.createFramebuffer();

            ret.renderBuffer = gl.createRenderbuffer();

            ret.texture = gl.createTexture();



            gl.bindTexture(gl.TEXTURE_2D, ret.texture);

            gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);

            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);

            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);

            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);

            gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);



            gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);

            gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);



            gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);

            gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);

            gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);



            gl.bindTexture(gl.TEXTURE_2D, null);

            gl.bindRenderbuffer(gl.RENDERBUFFER, null);

            gl.bindFramebuffer(gl.FRAMEBUFFER, null);



            return ret;

        }



        function compileShader(shtype, shsrc) {

            var retsh = gl.createShader(shtype);



            gl.shaderSource(retsh, shsrc);

            gl.compileShader(retsh);



            if (!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {

                var errlog = gl.getShaderInfoLog(retsh);

                gl.deleteShader(retsh);

                console.error(errlog);

                return null;

            }

            return retsh;

        }



        function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {

            var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);

            var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);



            if (vsh == null || fsh == null) {

                return null;

            }



            var prog = gl.createProgram();

            gl.attachShader(prog, vsh);

            gl.attachShader(prog, fsh);



            gl.deleteShader(vsh);

            gl.deleteShader(fsh);



            gl.linkProgram(prog);

            if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {

                var errlog = gl.getProgramInfoLog(prog);

                console.error(errlog);

                return null;

            }



            if (uniformlist) {

                prog.uniforms = {};

                for (var i = 0; i < uniformlist.length; i++) {

                    prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);

                }

            }



            if (attrlist) {

                prog.attributes = {};

                for (var i = 0; i < attrlist.length; i++) {

                    var attr = attrlist[i];

                    prog.attributes[attr] = gl.getAttribLocation(prog, attr);

                }

            }



            return prog;

        }



        function useShader(prog) {

            gl.useProgram(prog);

            for (var attr in prog.attributes) {

                gl.enableVertexAttribArray(prog.attributes[attr]);;

            }

        }



        function unuseShader(prog) {

            for (var attr in prog.attributes) {

                gl.disableVertexAttribArray(prog.attributes[attr]);;

            }

            gl.useProgram(null);

        }



        /////

        var projection = {

            'angle': 60,

            'nearfar': new Float32Array([0.1, 100.0]),

            'matrix': Matrix44.createIdentity()

        };

        var camera = {

            'position': Vector3.create(0, 0, 100),

            'lookat': Vector3.create(0, 0, 0),

            'up': Vector3.create(0, 1, 0),

            'dof': Vector3.create(10.0, 4.0, 8.0),

            'matrix': Matrix44.createIdentity()

        };



        var pointFlower = {};

        var meshFlower = {};

        var sceneStandBy = false;



        var BlossomParticle = function () {

            this.velocity = new Array(3);

            this.rotation = new Array(3);

            this.position = new Array(3);

            this.euler = new Array(3);

            this.size = 1.0;

            this.alpha = 1.0;

            this.zkey = 0.0;

        };



        BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {

            this.velocity[0] = vx;

            this.velocity[1] = vy;

            this.velocity[2] = vz;

        };



        BlossomParticle.prototype.setRotation = function (rx, ry, rz) {

            this.rotation[0] = rx;

            this.rotation[1] = ry;

            this.rotation[2] = rz;

        };



        BlossomParticle.prototype.setPosition = function (nx, ny, nz) {

            this.position[0] = nx;

            this.position[1] = ny;

            this.position[2] = nz;

        };



        BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {

            this.euler[0] = rx;

            this.euler[1] = ry;

            this.euler[2] = rz;

        };



        BlossomParticle.prototype.setSize = function (s) {

            this.size = s;

        };



        BlossomParticle.prototype.update = function (dt, et) {

            this.position[0] += this.velocity[0] * dt;

            this.position[1] += this.velocity[1] * dt;

            this.position[2] += this.velocity[2] * dt;



            this.euler[0] += this.rotation[0] * dt;

            this.euler[1] += this.rotation[1] * dt;

            this.euler[2] += this.rotation[2] * dt;

        };



        function createPointFlowers() {

            // get point sizes

            var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);

            renderSpec.pointSize = { 'min': prm[0], 'max': prm[1] };



            var vtxsrc = document.getElementById("sakura_point_vsh").textContent;

            var frgsrc = document.getElementById("sakura_point_fsh").textContent;



            pointFlower.program = createShader(

                vtxsrc, frgsrc,

                ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],

                ['aPosition', 'aEuler', 'aMisc']

            );



            useShader(pointFlower.program);

            pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);

            pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);



            // paramerters: velocity[3], rotate[3]

            pointFlower.numFlowers = 1600;

            pointFlower.particles = new Array(pointFlower.numFlowers);

            // vertex attributes {position[3], euler_xyz[3], size[1]}

            pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));

            pointFlower.positionArrayOffset = 0;

            pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;

            pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;



            pointFlower.buffer = gl.createBuffer();

            gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

            gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);

            gl.bindBuffer(gl.ARRAY_BUFFER, null);



            unuseShader(pointFlower.program);



            for (var i = 0; i < pointFlower.numFlowers; i++) {

                pointFlower.particles[i] = new BlossomParticle();

            }

        }



        function initPointFlowers() {

            //area

            pointFlower.area = Vector3.create(20.0, 20.0, 20.0);

            pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;



            pointFlower.fader.x = 10.0; //env fade start

            pointFlower.fader.y = pointFlower.area.z; //env fade half

            pointFlower.fader.z = 0.1;  //near fade start



            //particles

            var PI2 = Math.PI * 2.0;

            var tmpv3 = Vector3.create(0, 0, 0);

            var tmpv = 0;

            var symmetryrand = function () { return (Math.random() * 2.0 - 1.0); };

            for (var i = 0; i < pointFlower.numFlowers; i++) {

                var tmpprtcl = pointFlower.particles[i];



                //velocity

                tmpv3.x = symmetryrand() * 0.3 + 0.8;

                tmpv3.y = symmetryrand() * 0.2 - 1.0;

                tmpv3.z = symmetryrand() * 0.3 + 0.5;

                Vector3.normalize(tmpv3);

                tmpv = 2.0 + Math.random() * 1.0;

                tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);



                //rotation

                tmpprtcl.setRotation(

                    symmetryrand() * PI2 * 0.5,

                    symmetryrand() * PI2 * 0.5,

                    symmetryrand() * PI2 * 0.5

                );



                //position

                tmpprtcl.setPosition(

                    symmetryrand() * pointFlower.area.x,

                    symmetryrand() * pointFlower.area.y,

                    symmetryrand() * pointFlower.area.z

                );



                //euler

                tmpprtcl.setEulerAngles(

                    Math.random() * Math.PI * 2.0,

                    Math.random() * Math.PI * 2.0,

                    Math.random() * Math.PI * 2.0

                );



                //size

                tmpprtcl.setSize(0.9 + Math.random() * 0.1);

            }

        }



        function renderPointFlowers() {

            //update

            var PI2 = Math.PI * 2.0;

            var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];

            var repeatPos = function (prt, cmp, limit) {

                if (Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {

                    //out of area

                    if (prt.position[cmp] > 0) {

                        prt.position[cmp] -= limit * 2.0;

                    }

                    else {

                        prt.position[cmp] += limit * 2.0;

                    }

                }

            };

            var repeatEuler = function (prt, cmp) {

                prt.euler[cmp] = prt.euler[cmp] % PI2;

                if (prt.euler[cmp] < 0.0) {

                    prt.euler[cmp] += PI2;

                }

            };



            for (var i = 0; i < pointFlower.numFlowers; i++) {

                var prtcl = pointFlower.particles[i];

                prtcl.update(timeInfo.delta, timeInfo.elapsed);

                repeatPos(prtcl, 0, pointFlower.area.x);

                repeatPos(prtcl, 1, pointFlower.area.y);

                repeatPos(prtcl, 2, pointFlower.area.z);

                repeatEuler(prtcl, 0);

                repeatEuler(prtcl, 1);

                repeatEuler(prtcl, 2);



                prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5;



                prtcl.zkey = (camera.matrix[2] * prtcl.position[0]

                    + camera.matrix[6] * prtcl.position[1]

                    + camera.matrix[10] * prtcl.position[2]

                    + camera.matrix[14]);

            }



            // sort

            pointFlower.particles.sort(function (p0, p1) { return p0.zkey - p1.zkey; });



            // update data

            var ipos = pointFlower.positionArrayOffset;

            var ieuler = pointFlower.eulerArrayOffset;

            var imisc = pointFlower.miscArrayOffset;

            for (var i = 0; i < pointFlower.numFlowers; i++) {

                var prtcl = pointFlower.particles[i];

                pointFlower.dataArray[ipos] = prtcl.position[0];

                pointFlower.dataArray[ipos + 1] = prtcl.position[1];

                pointFlower.dataArray[ipos + 2] = prtcl.position[2];

                ipos += 3;

                pointFlower.dataArray[ieuler] = prtcl.euler[0];

                pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];

                pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];

                ieuler += 3;

                pointFlower.dataArray[imisc] = prtcl.size;

                pointFlower.dataArray[imisc + 1] = prtcl.alpha;

                imisc += 2;

            }



            //draw

            gl.enable(gl.BLEND);

            //gl.disable(gl.DEPTH_TEST);

            gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);



            var prog = pointFlower.program;

            useShader(prog);



            gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);

            gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);

            gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);

            gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));

            gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));



            gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);

            gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);



            gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);

            gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);

            gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);



            // doubler

            for (var i = 1; i < 2; i++) {

                var zpos = i * -2.0;

                pointFlower.offset[0] = pointFlower.area.x * -1.0;

                pointFlower.offset[1] = pointFlower.area.y * -1.0;

                pointFlower.offset[2] = pointFlower.area.z * zpos;

                gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

                gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



                pointFlower.offset[0] = pointFlower.area.x * -1.0;

                pointFlower.offset[1] = pointFlower.area.y * 1.0;

                pointFlower.offset[2] = pointFlower.area.z * zpos;

                gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

                gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



                pointFlower.offset[0] = pointFlower.area.x * 1.0;

                pointFlower.offset[1] = pointFlower.area.y * -1.0;

                pointFlower.offset[2] = pointFlower.area.z * zpos;

                gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

                gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



                pointFlower.offset[0] = pointFlower.area.x * 1.0;

                pointFlower.offset[1] = pointFlower.area.y * 1.0;

                pointFlower.offset[2] = pointFlower.area.z * zpos;

                gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

                gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);

            }



            //main

            pointFlower.offset[0] = 0.0;

            pointFlower.offset[1] = 0.0;

            pointFlower.offset[2] = 0.0;

            gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);

            gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);



            gl.bindBuffer(gl.ARRAY_BUFFER, null);

            unuseShader(prog);



            gl.enable(gl.DEPTH_TEST);

            gl.disable(gl.BLEND);

        }



        // effects

        //common util

        function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {

            var ret = {};

            var unifs = ['uResolution', 'uSrc', 'uDelta'];

            if (exunifs) {

                unifs = unifs.concat(exunifs);

            }

            var attrs = ['aPosition'];

            if (exattrs) {

                attrs = attrs.concat(exattrs);

            }



            ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);

            useShader(ret.program);



            ret.dataArray = new Float32Array([

                -1.0, -1.0,

                1.0, -1.0,

                -1.0, 1.0,

                1.0, 1.0

            ]);

            ret.buffer = gl.createBuffer();

            gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);

            gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);



            gl.bindBuffer(gl.ARRAY_BUFFER, null);

            unuseShader(ret.program);



            return ret;

        }



        // basic usage

        // useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize

        // gl.uniform**(...); //additional uniforms

        // drawEffect()

        // unuseEffect(prog)

        // TEXTURE0 makes src

        function useEffect(fxobj, srctex) {

            var prog = fxobj.program;

            useShader(prog);

            gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);



            if (srctex != null) {

                gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);

                gl.uniform1i(prog.uniforms.uSrc, 0);



                gl.activeTexture(gl.TEXTURE0);

                gl.bindTexture(gl.TEXTURE_2D, srctex.texture);

            }

        }

        function drawEffect(fxobj) {

            gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);

            gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);

            gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);

        }

        function unuseEffect(fxobj) {

            unuseShader(fxobj.program);

        }



        var effectLib = {};

        function createEffectLib() {



            var vtxsrc, frgsrc;

            //common

            var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;



            //background

            frgsrc = document.getElementById("bg_fsh").textContent;

            effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);



            // make brightpixels buffer

            frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;

            effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);



            // direction blur

            frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;

            effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);



            //final composite

            vtxsrc = document.getElementById("pp_final_vsh").textContent;

            frgsrc = document.getElementById("pp_final_fsh").textContent;

            effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);

        }



        // background

        function createBackground() {

            //console.log("create background");

        }

        function initBackground() {

            //console.log("init background");

        }

        function renderBackground() {

            gl.disable(gl.DEPTH_TEST);



            useEffect(effectLib.sceneBg, null);

            gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);

            drawEffect(effectLib.sceneBg);

            unuseEffect(effectLib.sceneBg);



            gl.enable(gl.DEPTH_TEST);

        }



        // post process

        var postProcess = {};

        function createPostProcess() {

            //console.log("create post process");

        }

        function initPostProcess() {

            //console.log("init post process");

        }



        function renderPostProcess() {

            // gl.enable(gl.TEXTURE_2D);

            gl.disable(gl.DEPTH_TEST);

            var bindRT = function (rt, isclear) {

                gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);

                gl.viewport(0, 0, rt.width, rt.height);

                if (isclear) {

                    gl.clearColor(0, 0, 0, 0);

                    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

                }

            };



            //make bright buff

            bindRT(renderSpec.wHalfRT0, true);

            useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);

            drawEffect(effectLib.mkBrightBuf);

            unuseEffect(effectLib.mkBrightBuf);



            // make bloom

            for (var i = 0; i < 2; i++) {

                var p = 1.5 + 1 * i;

                var s = 2.0 + 1 * i;

                bindRT(renderSpec.wHalfRT1, true);

                useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);

                gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);

                drawEffect(effectLib.dirBlur);

                unuseEffect(effectLib.dirBlur);



                bindRT(renderSpec.wHalfRT0, true);

                useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);

                gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);

                drawEffect(effectLib.dirBlur);

                unuseEffect(effectLib.dirBlur);

            }



            //display

            gl.bindFramebuffer(gl.FRAMEBUFFER, null);

            gl.viewport(0, 0, renderSpec.width, renderSpec.height);

            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);



            useEffect(effectLib.finalComp, renderSpec.mainRT);

            gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);

            gl.activeTexture(gl.TEXTURE1);

            gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);

            drawEffect(effectLib.finalComp);

            unuseEffect(effectLib.finalComp);



            gl.enable(gl.DEPTH_TEST);

        }



        /////

        var SceneEnv = {};

        function createScene() {

            createEffectLib();

            createBackground();

            createPointFlowers();

            createPostProcess();

            sceneStandBy = true;

        }



        function initScene() {

            initBackground();

            initPointFlowers();

            initPostProcess();



            //camera.position.z = 17.320508;

            camera.position.z = pointFlower.area.z + projection.nearfar[0];

            projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;

            Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]);

        }



        function renderScene() {

            //draw

            Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);



            gl.enable(gl.DEPTH_TEST);



            //gl.bindFramebuffer(gl.FRAMEBUFFER, null);

            gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);

            gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);

            gl.clearColor(0.005, 0, 0.05, 0);

            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);



            renderBackground();

            renderPointFlowers();

            renderPostProcess();

        }



        /////

        function onResize(e) {

            makeCanvasFullScreen(document.getElementById("sakura"));

            setViewports();

            if (sceneStandBy) {

                initScene();

            }

        }



        function setViewports() {

            renderSpec.setSize(gl.canvas.width, gl.canvas.height);



            gl.clearColor(0.2, 0.2, 0.5, 1.0);

            gl.viewport(0, 0, renderSpec.width, renderSpec.height);



            var rtfunc = function (rtname, rtw, rth) {

                var rt = renderSpec[rtname];

                if (rt) deleteRenderTarget(rt);

                renderSpec[rtname] = createRenderTarget(rtw, rth);

            };

            rtfunc('mainRT', renderSpec.width, renderSpec.height);

            rtfunc('wFullRT0', renderSpec.width, renderSpec.height);

            rtfunc('wFullRT1', renderSpec.width, renderSpec.height);

            rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);

            rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);

        }



        function render() {

            renderScene();

        }



        var animating = true;

        function toggleAnimation(elm) {

            animating ^= true;

            if (animating) animate();

            if (elm) {

                elm.innerHTML = animating ? "Stop" : "Start";

            }

        }



        function stepAnimation() {

            if (!animating) animate();

        }



        function animate() {

            var curdate = new Date();

            timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;

            timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;

            timeInfo.prev = curdate;



            if (animating) requestAnimationFrame(animate);

            render();

        }



        function makeCanvasFullScreen(canvas) {

            var b = document.body;

            var d = document.documentElement;

            fullw = Math.max(b.clientWidth, b.scrollWidth, d.scrollWidth, d.clientWidth);

            fullh = Math.max(b.clientHeight, b.scrollHeight, d.scrollHeight, d.clientHeight);

            canvas.width = fullw;

            canvas.height = fullh;

        }



        window.addEventListener('load', function (e) {

            var canvas = document.getElementById("sakura");

            try {

                makeCanvasFullScreen(canvas);

                gl = canvas.getContext('experimental-webgl');

            } catch (e) {

                alert("WebGL not supported." + e);

                console.error(e);

                return;

            }



            window.addEventListener('resize', onResize);



            setViewports();

            createScene();

            initScene();



            timeInfo.start = new Date();

            timeInfo.prev = timeInfo.start;

            animate();

        });



        //set window.requestAnimationFrame

        (function (w, r) {

            w['r' + r] = w['r' + r] || w['webkitR' + r] || w['mozR' + r] || w['msR' + r] || w['oR' + r] || function (c) { w.setTimeout(c, 1000 / 60); };

        })(window, 'equestAnimationFrame');

    </script>


    <script src="./assets/lib/jquery.js"></script>
    <script src="./assets/lib/layui/layui.all.js"></script>
    <script src="./assets/js/common.js"></script>
    <script src="./assets/js/login.js"></script>
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